====== 07. The Dungeon Environment: Sight ======

A key thing to keep in mind is that the Dungeon is completely dark. Except where noted, there are no sources of light anywhere inside the Dungeon. This environment does not present a problem for most creatures, which rely on darkvision or blindvision to find their way.

Of course, while darkvision or blindvision allows the creatures to see, there are distance limits to such vision that come into play in some cases — a creature with darkvision 90 ft. can have a significant advantage over one with darkvision 60 ft.

Because of this, unless the party is composed entirely of races that have darkvision (commonly dwarves and half-orcs), they must rely on light sources to find their way. Aside from illumination problems (torches burn out, light spells end), having to rely on light sources presents a huge handicap to moving in Sections where other creatures can see in the dark. Outside, a torch can literally be seen from miles away on a moonless night. Inside a dungeon, low ceilings and tight corridors reduce torch visibility to 100 ft. or so. Nonetheless, any attempts at stealth, including surprise, are ruined by a simple candle as a watchful creature is likely to spot the light source long before it becomes visible. Nothing attracts unwanted attention in darkness like a source of light.

Regions H, K, L, M, the eastern edge of N, and O all have slightly different lighting conditions. Higher ceilings, holes in the mountain tops, and other conditions make these Regions different from the claustrophobic tunnels of the remaining dungeon. Review these chapters and make sure the PCs understand just how high the ceilings are.
